Society 5.0: The Human-Centered “Super Smart Society” in Theory and Practice (LinkedIn Group)

Society 5.0 LinkedIn group logo

The LinkedIn group on “Society 5.0: The Human-Centered ‘Super Smart Society’ in Theory and Practice” was created to facilitate conversation and networking among thought leaders in this area. More information about the group is presented below. If you would enjoy participating in the group, please visit its LinkedIn page and click the button that says “Request to join.” We welcome you to join the conversation! Description of the group The group provides a platform for networking…

Read more

Novel Forms of ‘Magical’ Human-Computer Interaction Within the Cyber-Physical Smart Workplace: Implications for Usability and User Experience

International Journal of Research Studies in Management (2019)

ABSTRACT: The growing use of advanced AI, ambient intelligence, augmented reality (AR), and virtual reality (VR) technologies of the sort found within the emerging cyber-physical smart workplace has been described as enabling new forms of human-computer interaction (HCI) that are “magical” in nature. This study shows that from an anthropological perspective, such a workplace environment can indeed be understood as “magical”; however, that “magicality” is a double-edged sword that can potentially both enhance and damage user experience (UX) for workers and other occupants of such environments. First, by analyzing existing social anthropological and philosophical anthropological accounts of magic, typical elements of magical practice are identified. Using Nielsen’s empirical analysis of HCI usability heuristics as a basis, a prospective heuristic evaluation is then carried out for the usability of a generic “magical” environment, in order to identify elements of magical practice that might be expected to enhance or impair user experience when they are required for interaction with the environment. A more specific heuristic usability evaluation is then performed for the “magical” aspects of HCI created by two kinds of constituent technologies that are typical for a cyber-physical smart workplace: those of (a) ambient intelligence and IoT-enabled systems and (b) AR and VR systems. It is shown that the magical aspects of HCI within the emerging cyber-physical smart workplace differ significantly in their potential UX impacts from the magicality involved with earlier forms of computing, and the implications of this fact for the management of future workplaces are identified and discussed.

Read more

Megacorp: From Cyberdystopian Vision to Technoeconomic Reality

Megacorp (front cover)

ISBN 978-1-944373-30-6 • Defragmenter Media, 2019 • 322 pages

The image of the “megacorp” – the ruthless, sinister, high-tech global conglomerate that’s grown so large and powerful that it has acquired the characteristics of a sovereign state – is one of the iconic elements of cyberpunk fiction. Such a megacorp maintains its own army, creates its own laws and currency, grants citizenship to employees and customers, and governs vast swaths of cyberspace and the physical world. If it allows traditional governments to survive in some vestigial form, it’s only so they can handle those mundane tasks that the megacorp doesn’t want to deal with itself. By these standards, contemporary companies like Amazon, Apple, Facebook, Google, Microsoft, ExxonMobil, and Walmart aren’t (yet) “megacorps”; they’re the playthings that megacorps gobble up to use for spare parts.

This volume develops a comprehensive intellectual history of the megacorp. It locates forebears of the cyberpunk megacorp not only in earlier fictional works like Čapek’s R.U.R. (1921) and Von Harbou’s Metropolis (1925) but in a string of real-world organizations ranging from the 17th-Century British and Dutch East India Companies to the Pullman Palace Car Company, the Ford Motor Company, and late 20th-Century Japanese keiretsu and South Korean chaebol – as well as in the nearly indestructible oligopolistic “megacorp” described in the pioneering theory of American economist Alfred Eichner.

By investigating the nature of the cyberpunk megacorp as a political entity, commercial entity, producer and exploiter of futuristic technologies, and generator or manipulator of culture, differences are highlighted between the megacorps of “classical” cyberpunk and post-cyberpunk fiction. Classical cyberpunk megacorps – portrayed in novels like Gibson’s Sprawl trilogy, films like RoboCop and Johnny Mnemonic, and games like Cyberpunk, Cyberspace, and Syndicate – are often ostentatiously malevolent and obsessed with short-term financial profits to the exclusion of all else; the over-the-top depictions of such companies serve a dramatic purpose and are not offered by their authors as serious futurological studies. On the other hand, the more nuanced and philosophically rich portrayals of megacorps in post-cyberpunk works like Shirow’s manga The Ghost in the Shell reveal companies that are less overtly evil, possess a broader and more plausible range of long-term strategic goals, and coexist alongside conventional governments in a state of (begrudging) mutual respect. Yet other works like the game Shadowrun depict companies that combine elements of both classical cyberpunk and post-cyberpunk megacorps.

Drawing on such analyses, the volume concludes by exploring how the idea of the post-cyberpunk megacorp anticipated a new type of real-world megacorp – the unfathomably large, fast, and complex “rhizocorp” – that’s now being made possible through ongoing revolutions in the exploitation of robotics, AI, and the Internet of Things – and which threatens to become the dominant economic, political, and sociocultural power of our technologically posthumanized future world.

Read more

Who Will Be the Members of Society 5.0? Towards an Anthropology of Technologically Posthumanized Future Societies

Toward Society 5.0: The Dynamics of Posthumanization

Social Sciences 8, no. 5 (2019)

ABSTRACT: The Japanese Government’s “Society 5.0” initiative aims to create a cyber-physical society in which (among other things) citizens’ daily lives will be enhanced through increasingly close collaboration with artificially intelligent systems. However, an apparent paradox lies at the heart of efforts to create a more “human-centered” society in which human beings will live alongside a proliferating array of increasingly autonomous social robots and embodied AI. This study seeks to investigate the presumed human-centeredness of Society 5.0 by comparing its makeup with that of earlier societies. By distinguishing “technological” and “non-technological” processes of posthumanization and applying a phenomenological anthropological model, the study demonstrates: (1) how the diverse types of human and non-human members expected to participate in Society 5.0 differ qualitatively from one another; (2) how the dynamics that will shape the membership of Society 5.0 can be conceptualized; and (3) how the anticipated membership of Society 5.0 differs from that of Societies 1.0 through 4.0. The study describes six categories of prospective human and non-human members of Society 5.0 and shows that all six have analogues in earlier societies – which suggests that social scientific analysis of past societies may shed unexpected light on the nature of Society 5.0.

Read more

Istoty inaczej-ludzkie, quasi-ludzkie i nie-ludzkie jako członkowie przyszłych społeczeństw: Analiza dynamiki posthumanizacji technologicznej

Świat sposthumanizowany

The International Conference on Humans in a Technological World: The Anthropology of Technics • Jagiellonian University, Kraków • May 10, 2019

ABSTRACT: Procesy „posthumanizacji” mogą być rozumiane jako dynamika, za pomocą której społeczeństwo ludzkie włącza do siebie poza „naturalnymi” biologicznymi istotami ludzkimi innych członków, którzy przyczyniają się do struktury, działalności albo znaczenia tego społeczeństwa.
Dzisiaj posthumanizacja identyfikowana jest głównie z włączeniem w ludzkie społeczeństwo zaawansowanej sztucznej inteligencji i robotów społecznych, które ludzie zapraszają do swoich domów i miejsc pracy jako asystentów, współpracowników i towarzyszy. Rozmaite projekty badawcze stwierdzają sposoby, w jakie takie łączenie nie-ludzkiej sprawczości do ludzkiego społeczeństwa stwarza nowe wymiary społecznej rzeczywistości. W niniejszej prezentacji natomiast twierdzimy, że chociaż taka „posthumanizacja technologiczna” faktycznie jest fenomenem dość nowym, może być ona porównana z procesami „posthumanizacji nietechnologicznej,” które od dawna poszerzały społeczeństwa ludzkie o wiele typów nie-ludzkiej sprawczości. Na przykład, wszystkie społeczeństwa, w których ludzie zamieszkiwali i pracowali z zwierzętami domowymi; wierzyli w aniołów, demony albo potwory; albo starali się rozmawiać z zmarłymi krewnymi mogą być rozumiane jako społeczeństwa (nietechnologicznie) posthumanizowane. Starożytne formy posthumanizacji nietechnologicznej i rozwijające się formy posthumanizacji technologicznej będą zidentyfikowane, zanalizowane, i porównane przy zastosowaniu podejścia fenomenologicznego. Prezentacja pokaże, jak społeczeństwa posthumanizowane zarówno technologicznie jak i nietechnologicznie włączają różnych członków, których można klasyfikować jako „naturalne” biologiczne istoty ludzkie, sztucznie rozszerzone istoty ludzkie lub meta-ludzkie, epi-ludzkie, para-ludzkie, albo nie-ludzkie istoty.

Read more